Launch HN: Lifecast (YC W22) – 3D video for VR
11–20 of 38 posts
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#12We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
[1] xrworkout.io
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#13We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#14We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
How does platform support look? We are building a VR exercise game/app [1] and those environments look awesome, but we are using GodotEngine not the usual Unity/Unreal ecosystem (same question goes for the OP) [1] xrworkout.io
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#15We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#16We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
We still operate Ayvri, but have mostly moved on to other projects.
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#17Real-Time realistic 6DoF with only few images/videos, it is currently being ported to Oculus Quest 2 and next step includes MPIs ;)
Demo: https://d2dxqgbltsja2l.cloudfront.net/vimmerse-resource/choc...
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#18Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#19We're working on something similar - several scene layers packed and transmitted over h265 streams and unpacked into a 3D client for 6DoF playback. Captures from something as simple as a GoPro and then our CV compares perspectives of the scene across time to reconstruct it in 3D for the encoding/transmission steps. Targeting exercise market (where we got our start) but it could go beyond it in time. Short demo: https…
Why don’t you guys have a Quest 2 app instead of just a mobile one?
Re: Launch HN: Lifecast (YC W22) – 3D video for VR
#20Hi! Seems very nice! How do you compare with the MPEG's software RVS [0] that is used as the decoder in the next video standard? Real-Time realistic 6DoF with only few images/videos, it is currently being ported to Oculus Quest 2 and next step includes MPIs ;) Demo: https://d2dxqgbltsja2l.cloudfront.net/vimmerse-resource/choc... [0] https://ieeexplore.ieee.org/abstract/document/9590541
In contrast, we do one view with 2 layers, and we composite them with no blending. This rendering/encoding is optimized to work with the limits of Quest 2.